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dyingIsMainstream
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gamejam-gpn15
dyingIsMainstream
Commits
dbd944a9
Commit
dbd944a9
authored
Jun 06, 2015
by
Philipp Adolf
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Plain Diff
Make aim direction independent of localScale
parent
f4e923ad
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1 changed file
with
16 additions
and
3 deletions
+16
-3
PlayerControl.cs
Assets/Scripts/PlayerControl.cs
+16
-3
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Assets/Scripts/PlayerControl.cs
View file @
dbd944a9
...
...
@@ -96,6 +96,7 @@ public class PlayerControl : MonoBehaviour
velocity
.
y
=
0
;
updateDashDirection
();
updateAimDirection
();
if
(
canDash
()
&&
inputMapping
.
isDashPressed
())
{
...
...
@@ -242,6 +243,7 @@ public class PlayerControl : MonoBehaviour
private
int
powerUpType
=
POWERUP_NONE
;
private
bool
coolingDown
=
false
;
private
float
aimDirection
=
1.0f
;
public
float
coolDownTime
=
2.0f
;
...
...
@@ -258,17 +260,28 @@ public class PlayerControl : MonoBehaviour
}
private
void
updateAimDirection
()
{
if
(
inputMapping
.
isRightPressed
())
{
aimDirection
=
1.0f
;
}
else
if
(
inputMapping
.
isLeftPressed
())
{
aimDirection
=
-
1.0f
;
}
}
private
void
shoot
()
{
float
dir
=
-
Mathf
.
Sign
(
transform
.
localScale
.
x
);
Vector2
pos
=
((
Vector2
)
transform
.
position
)
+
new
Vector2
(
dir
*
spawnDistance
,
bulletYOffset
);
Vector2
pos
=
((
Vector2
)
transform
.
position
)
+
new
Vector2
(
aimDirection
*
spawnDistance
,
bulletYOffset
);
switch
(
powerUpType
)
{
case
POWERUP_HEALINGBULLET
:
GameObject
bullet
=
Instantiate
(
healingBulletPrefab
,
pos
,
transform
.
rotation
)
as
GameObject
;
bullet
.
transform
.
parent
=
deleteAllChildrenAtRestart
;
bullet
.
GetComponent
<
Bullet
>().
shoot
(
new
Vector2
(
dir
,
0
));
bullet
.
GetComponent
<
Bullet
>().
shoot
(
new
Vector2
(
aimDirection
,
0
));
break
;
default
:
break
;
...
...
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